Xenocider/Project Q

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Tarnish
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Re: Xenocider/Project Q

Post#301 » Wed Mar 29, 2017 11:53 am

mazonemayu wrote:Tarnish: 2 is prolly coz of the legs being straight, when compared to a space harrier running animation where the legs are a slightly more X shaped, it makes for a slightly more fluid left/rightmovement (visually).
the xenocider character runs more with its knees bending upward then backwards


My problem is that the animation when moving left or right stays the same 'forward running' animation (at least I don't see it changing). Comparing it to Sin & Punishment (which they state as an inspiration and influence), you can clearly see the character having a separate ' running left/right' animation (even if it's simply turning the lower half of the character body at an angle). You can also clearly see the characters moving their entire arm with the weapon in the aimed direction, as well as turning their head in that direction. It just looks a lot more convincing to me.

https://www.youtube.com/watch?v=AAljDk3FpqY&t

Again, it's probably more in the 'nicpicking' territory, but that's me. =P

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hombreimaginario
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Re: Xenocider/Project Q

Post#302 » Thu Mar 30, 2017 6:30 am

Tarnish wrote:1: The way the background image seems to move up and down when the character jumps is pretty weird and noticable.


We are aware and it will be fixed :)

Tarnish wrote:2: When moving left or right, it always seems to me like the character just slides around the ground like a puppet being dragged from one place to another. There seems to be no animation for moving left or right, which (for me anyway) sticks out like a sore thumb every time I see it. I know it doesn't have any real affect on the gameplay, but it just bothers me. Either turning or tilting the character in the direction the character is moving would make it look better imo.


That's because Xara is not really just moving left or right, she makes a "dash" movement (a la Sonic Dash and so many other endless runners), because we realized (as noted by many users who downloaded the demo) that the game was hard to control due to the DC lack of a second analogue stick. So we decide to make the movement easier and now the triggers move the character left or right with a "dash" move. What the animation is still lacking is a visual effect, like cinetic lines or fire from the jetpack or dust or smoke or whatever, to make it clear its a sudden, quick move. We are working on that too.

Tarnish wrote:3: This is probably just me again, but the way the gun moves when the player is aiming, I always feel like the gun is just stuck to her arm and moves on its own. I don't get the sense that it's the character who is moving and aiming it. It seems to me like they are 2 separate entities, doing their own thing: the character is running and moving, while the gun is aiming. This doesn't affect the gameplay either, but I just can't help but notice it in every dev diary.


I hadn't thought of that, to be honest. We'll see if it can be improved.



Thank you guys for your comments.

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mazonemayu
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Re: Xenocider/Project Q

Post#303 » Thu Mar 30, 2017 1:41 pm

hombreimaginario: maybe you guys should check out the movement animation of Charge n Blast

https://www.youtube.com/watch?v=DzV17WxsFZA
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hombreimaginario
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Re: Xenocider/Project Q

Post#304 » Mon Apr 10, 2017 5:50 am

While we are hard at work on our next stage for Xenocider, we couldn't wait to share a little teaser of the amazing tune Juanjo created for it. We are pretty sure that you can see what our influences are here... ;)

Pre-order Xenocider for Dreamcast today!
http://retrosumus.com/shop

http://facebook.com/retrosumus
http://twitter.com/retrosumus
http://youtube.com/retrosumus
http://soundcloud.com/retrosumus




mazonemayu wrote:hombreimaginario: maybe you guys should check out the movement animation of Charge n Blast

https://www.youtube.com/watch?v=DzV17WxsFZA


Not exactly the same genre (or sub-genre), but it's always good to have this kind of reference :)

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hombreimaginario
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Re: Xenocider/Project Q

Post#305 » Tue Apr 18, 2017 4:33 pm

Lead programmer Chui shows off his skills playing the hardest Xenocider level he's coded so far. Reflexes and memorization are everything when you're trying to make it through the Transistor Highway. This is 100% real Dreamcast hardware!



Pre-order Xenocider today: http://retrosumus.com/shop

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DCGX
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Re: Xenocider/Project Q

Post#306 » Tue Apr 18, 2017 7:27 pm

Looks great! I think I notice scrolling improvements in the distance when you jump too.

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everynewday84
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Re: Xenocider/Project Q

Post#307 » Tue Apr 18, 2017 10:59 pm

Keep up the great work!
This is a message to you:
Do what you love; Love what you do.
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Saiga GeneCast
undertow
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Re: Xenocider/Project Q

Post#308 » Sun May 14, 2017 7:07 pm

I can't wait for this game to come out!!!
:)

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hombreimaginario
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Re: Xenocider/Project Q

Post#309 » Tue May 16, 2017 5:07 am

Image

Preorder-exclusive poster mockup:

Image

:)

http://retrosumus.com/shop/

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mazonemayu
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Re: Xenocider/Project Q

Post#310 » Tue May 16, 2017 7:19 am

very 80's 8-) 8-)
We are SEGA generation.

my collection
vids

PAL/EU complete
NTSC/US complete
310 JAP games to go

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